Вопрос Ботовские кости

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Добрый день! Можете пожалуйста поделиться костями ботов. Заранее благодарю :)
 
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Добрый день! Можете пожалуйста поделиться костями ботов. Заранее благодарю :)
C++:
namespace PVE
{
    enum PVE_BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Spine,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_Hand,
        Bip01_L_ForeTwist,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        alt_weapon_bone01,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_Hand,
        Bip01_R_ForeTwist,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Toe0,
        Bip01_L_Heel,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Toe0,
        Bip01_R_Heel,
        Locator_Collider,
    };


DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}
 
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C++:
namespace PVE
{
    enum PVE_BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Spine,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_Hand,
        Bip01_L_ForeTwist,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        alt_weapon_bone01,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_Hand,
        Bip01_R_ForeTwist,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Toe0,
        Bip01_L_Heel,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Toe0,
        Bip01_R_Heel,
        Locator_Collider,
    };


DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}
Спасибо за отзывчивость, но они конкретно искажают ботов. У меня такие же, на пвп норм, а на пве смерть
 
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Начинающий
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Спасибо за отзывчивость, но они конкретно искажают ботов. У меня такие же, на пвп норм, а на пве смерть
Индексы костей для пвп и пве разные.
Поэтому есть два массива, для пвп и пве.
Данный пример для пве работает отлично.
C++:
namespace PVE
{
    enum PVE_BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Spine,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_Hand,
        Bip01_L_ForeTwist,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        alt_weapon_bone01,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_Hand,
        Bip01_R_ForeTwist,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Toe0,
        Bip01_L_Heel,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Toe0,
        Bip01_R_Heel,
        Locator_Collider,
    };
}

namespace PVP
{
    enum BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Groin_Back,
        Bip01_Groin_Front,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine,
        Bip01_Groin_Back_end,
        Bip01_Groin_Front_end,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Heel,
        Bip01_L_Heel01,
        Bip01_L_Toe0,
        Bip01_L_Toe0Nub,
        Bip01_L_Toe0Nub01,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Heel,
        Bip01_R_Heel01,
        Bip01_R_Toe0,
        Bip01_R_Toe0Nub,
        Bip01_R_Toe0Nub01,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_HNeck,
        cameraBone,
        eye_custom_left,
        eye_custom_right,
        eyelid_custom_left,
        eyelid_custom_right,
        Bip01_HNeck_end,
        Bip_Camera01,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_ForeTwist,
        Bip01_L_Hand,
        Bip01_L_ForeTwist1,
        Bip01_L_ForeTwist2,
        alt_weapon_bone01,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        Bip01_L_Finger2,
        Bip01_L_Finger3,
        Bip01_L_Finger4,
        NB_LHand_Push,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_L_Finger21,
        Bip01_L_Finger22,
        Bip01_L_Finger31,
        Bip01_L_Finger32,
        Bip01_L_Finger41,
        Bip01_L_Finger42,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_ForeTwist,
        Bip01_R_Hand,
        Bip01_R_ForeTwist1,
        Bip01_R_ForeTwist2,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        Bip01_R_Finger2,
        Bip01_R_Finger3,
        Bip01_R_Finger4,
        NB_RHand_Push,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_R_Finger21,
        Bip01_R_Finger22,
        Bip01_R_Finger31,
        Bip01_R_Finger32,
        Bip01_R_Finger41,
        Bip01_R_Finger42,
        Locator_Collider,
    };
}
C++:
void PVESkeleton(IEntity* pEnt, DWORD Color)
{
    DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}

void PVPSkeleton(IEntity* pEnt, DWORD Color)
{
    DrawBoneById(pEnt, PVP::Bip01_HNeck, PVP::Bip01_Head, Color);//21 - 13
    DrawBoneById(pEnt, PVP::Bip01_R_ForeTwist2, PVP::Bip01_R_Hand, Color);//69-49
    DrawBoneById(pEnt, PVP::Bip01_Head, PVP::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Hand, PVP::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Hand, PVP::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_L_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine, PVP::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Thigh, PVP::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Thigh, PVP::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Calf, PVP::Bip01_L_Thigh, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Calf, PVP::Bip01_R_Thigh, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Toe0, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Toe0, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Calf, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Calf, Color);
}
 
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Индексы костей для пвп и пве разные.
Поэтому есть два массива, для пвп и пве.
Данный пример для пве работает отлично.
C++:
namespace PVE
{
    enum PVE_BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Spine,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_Hand,
        Bip01_L_ForeTwist,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        alt_weapon_bone01,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_Hand,
        Bip01_R_ForeTwist,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Toe0,
        Bip01_L_Heel,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Toe0,
        Bip01_R_Heel,
        Locator_Collider,
    };
}

namespace PVP
{
    enum BoneId
    {
        Bip01 = 0,
        Bip01_Pelvis,
        Locator_Locomotion,
        Bip01_Groin_Back,
        Bip01_Groin_Front,
        Bip01_L_Thigh,
        Bip01_R_Thigh,
        Bip01_Spine,
        Bip01_Groin_Back_end,
        Bip01_Groin_Front_end,
        Bip01_L_Calf,
        Bip01_L_Foot,
        Bip01_L_Heel,
        Bip01_L_Heel01,
        Bip01_L_Toe0,
        Bip01_L_Toe0Nub,
        Bip01_L_Toe0Nub01,
        Bip01_R_Calf,
        Bip01_R_Foot,
        Bip01_R_Heel,
        Bip01_R_Heel01,
        Bip01_R_Toe0,
        Bip01_R_Toe0Nub,
        Bip01_R_Toe0Nub01,
        Bip01_Spine1,
        Bip01_Spine2,
        Bip01_Spine3,
        weaponPos_law,
        Bip01_Neck,
        Bip01_Head,
        Bip01_L_Clavicle,
        Bip01_R_Clavicle,
        Bip01_HNeck,
        cameraBone,
        eye_custom_left,
        eye_custom_right,
        eyelid_custom_left,
        eyelid_custom_right,
        Bip01_HNeck_end,
        Bip_Camera01,
        Bip01_L_UpperArm,
        Bip01_L_Forearm,
        Bip01_L_ForeTwist,
        Bip01_L_Hand,
        Bip01_L_ForeTwist1,
        Bip01_L_ForeTwist2,
        alt_weapon_bone01,
        Bip01_L_Finger0,
        Bip01_L_Finger1,
        Bip01_L_Finger2,
        Bip01_L_Finger3,
        Bip01_L_Finger4,
        NB_LHand_Push,
        Bip01_L_Finger01,
        Bip01_L_Finger02,
        Bip01_L_Finger11,
        Bip01_L_Finger12,
        Bip01_L_Finger21,
        Bip01_L_Finger22,
        Bip01_L_Finger31,
        Bip01_L_Finger32,
        Bip01_L_Finger41,
        Bip01_L_Finger42,
        Bip01_R_UpperArm,
        Bip01_R_Forearm,
        Bip01_R_ForeTwist,
        Bip01_R_Hand,
        Bip01_R_ForeTwist1,
        Bip01_R_ForeTwist2,
        Bip01_R_Finger0,
        Bip01_R_Finger1,
        Bip01_R_Finger2,
        Bip01_R_Finger3,
        Bip01_R_Finger4,
        NB_RHand_Push,
        weapon_bone,
        Bip01_R_Finger01,
        Bip01_R_Finger02,
        Bip01_R_Finger11,
        Bip01_R_Finger12,
        Bip01_R_Finger21,
        Bip01_R_Finger22,
        Bip01_R_Finger31,
        Bip01_R_Finger32,
        Bip01_R_Finger41,
        Bip01_R_Finger42,
        Locator_Collider,
    };
}
C++:
void PVESkeleton(IEntity* pEnt, DWORD Color)
{
    DrawBoneById(pEnt, PVE::Bip01_Head, PVE::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Hand, PVE::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Hand, PVE::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_UpperArm, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_UpperArm, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_L_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine3, PVE::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine2, PVE::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVE::Bip01_Spine, PVE::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Thigh, PVE::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Thigh, PVE::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Calf, PVE::Bip01_L_Thigh, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Calf, PVE::Bip01_R_Thigh, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Toe0, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Toe0, Color);
    DrawBoneById(pEnt, PVE::Bip01_L_Foot, PVE::Bip01_L_Calf, Color);
    DrawBoneById(pEnt, PVE::Bip01_R_Foot, PVE::Bip01_R_Calf, Color);
}

void PVPSkeleton(IEntity* pEnt, DWORD Color)
{
    DrawBoneById(pEnt, PVP::Bip01_HNeck, PVP::Bip01_Head, Color);//21 - 13
    DrawBoneById(pEnt, PVP::Bip01_R_ForeTwist2, PVP::Bip01_R_Hand, Color);//69-49
    DrawBoneById(pEnt, PVP::Bip01_Head, PVP::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Hand, PVP::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Hand, PVP::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_L_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Forearm, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_UpperArm, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_UpperArm, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_L_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine3, PVP::Bip01_R_Clavicle, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine3, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine2, PVP::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVP::Bip01_Spine, PVP::Bip01_Spine1, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Thigh, PVP::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Thigh, PVP::Bip01_Spine, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Calf, PVP::Bip01_L_Thigh, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Calf, PVP::Bip01_R_Thigh, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Toe0, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Toe0, Color);
    DrawBoneById(pEnt, PVP::Bip01_L_Foot, PVP::Bip01_L_Calf, Color);
    DrawBoneById(pEnt, PVP::Bip01_R_Foot, PVP::Bip01_R_Calf, Color);
}
Спасибо большое :)
 
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